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Hi everyone,
After a successful first edition in 2016, the Everything Procedural Conference on procedural content generation for games will return in 2018.
We have speakers confirmed from leading AAA game studios, which will be revealed shortly.
The conference is not all Houdini related but might be of interest to all. Location is Breda, the Netherlands, Europe.
http://everythingprocedural.com/
https://www.facebook.com/everythingprocedural
https://twitter.com/everythingproc

Good Od folks
Hi. I have a bunch (70) of photogrametry scans I need to bring in to animate in Houdini. They are sequentially named 01.fbx - 70.fbx..
Is there a "goto" way to import a sequence of fbx files and preserve materials?
I am getting in the geometry with file node and $2F but the materials don't make it thou.
Cheers

Hello!
stuck a little, need help!
reference https://www.shutterstock.com/en/video/clip-9239504-stock-footage-soap-texture.html?src=rel/9239561:1/3p
I did a lot of tests with pyro and flip sims and came to almost what i want.
biggest problem with pure fluid simulations - mixing of colors, resulting dirty one color, i abandoned this method.
solution was to make particle advection while fluid simulations and it was good, but not enough detail.
1. to add details i have included 'add' and resample lines every frame, after 400-500 frame sim time makes me sad..
2. there are still "black holes" (img)
3. points gives dirty render anyway. soap_effect_v01.hip
soap_effect_v01.hip

Hey guys
We have some exciting, unusual and creative projects ahead and are looking to strengthen our team full-time and freelance in our east London studio and remote.
Get in touch! www.field.io/jobs + apply@field.io

Hello,
I've come across this awesome video and paper.
So I decided to try to implement it into Houdini as it seems very efficient way to do RBDs.
I think that I almost have it, but I am encountering strange problem with Transform Pieces node.
I have managed to "upres" it once but when I use the same workflow to add another layer it behaves very strange.
Please could you have a look on my file and check it?
(also if you notice something inefficient in my implementation please suggest better solution )
Thanks,
Juraj
project.hipnc

Hey everyone, I've been playing around with VOP networks with a little bit of VEX here and there and I wanted to give myself a challenge (not that it isn't already a huge challenge) while I learn these new techniques. I'd like to eventually create something that grows and animates into something like this image.
I know there are potentially a lot of steps involved in creating an effect like this, so any guidance would help a lot. I'll be posting my hips along the way.
I don't have a lot of experience with generative art, but I think the best way to begin would be to create a similar image with only texture so I can wrap my head around some of these noise concepts. Here are some of my initial thoughts on the process:
I like the overall smokey/wispy movement to the piece mixed with the finer more viscous noises scattered throughout. I'm thinking maybe a particle driven growth will work? Like the particles will create the wispy flow as splines grow and follow. A finer noise will be layered on to get the sticky feeling I also like the depth to the piece, it looks like an alien mountain range. Maybe it would be nice to influence the growth with a painted attribute? A spline thickness or spline spacing falloff in the y direction would be nice too so i can get those peaks and valleys. Maybe the peaks and valleys can be created with a noise that forms in the negative space and the growth happens outside of that. Having a color ramp on the y axis would allow me to color the points based on their heights
That's it for now. I'll try to post some starting hips as soon as possible.

hey guys, here's some fun art work that ive made in the node editor of houdini. Yes, in the node editor. No photoshop.
Im calling it NodeZArt.. cuz its simply art with nodes.. and it has my initials too (ZA).. Lemme know wat you think...

Hi everyone
I wish i could say im a power user in Houdini and i feel confortable, sadly it's far away since im mostly into art director/concept design , matte painting and lighting but for an art project i would like to implement the work of the amazing architect michael hansmeyer into Houdini.
Im refering to this document and maths, especially the "bezier curve weighting 2" method and the "interpolated weighting".
It's a great challenge and any help from a houdini gentleman will be greatly appreciated i must say...
Thanks you so much for those who will mind to help
vincent*
________________________________________________________________ Vincent Thomas Author / Creative Art Director & VFX supervisor / MattePainter & Concept Designer http://fr.linkedin.com/in/vincentthomas http://www.stranger-than-paradise.book.fr/